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Spells/abilities/classes

4 replies [Last post]
Tue, 04/12/2011 - 13:44
Mishiless
Legacy Username

it would be awesome if u would add a few spells/special abilities/skills/classes to spiral knights or something like that, they could be learned by scrolls and the scrolls would be created by alchemy.For example spells, they could have five schools; like the five types of minerals in clockworks. They would spend mana or something like that (im sure u can think of something original) and that and have like 30 sec cooldown, the ''Magic'' armor set would increase the magic damage and the spells would be equiped in the spell slots (1 or 2 at a time) i think this is a good idea and i think u should consider it.
P.S.
Sorry for the crappy gramatic, i wasnt in the mood =3

Regards, Mishiless

Tue, 04/12/2011 - 14:46
#1
Merethif's picture
Merethif
SK is not a RPG imo

In Spiral Knights spell-like effects are done by guns, bombs and pick-ups. I don't see much reason for spells other then aesthetics - one could wield a Wand of Frosty Winds or The Grimoire of Everwinter instead of Cryotech Alchemer but it would work the same way so what's the point?

Skills/special abilities are provided by having a certain item equiped not character development (as in early arcade games).
These abilities are: Attack speed increased (for different weapon), Charge time reduction (for different weapon), Damage bonus (vs different monster types), Bonus damage protection (against different damage types) and Bonus status resistance (for different statuses). Of course there could be fancy names for abilities like Holly Smite instead of Damage bonus vs Fiends, but what's the point?

Same with classes. Want to be Ranger? Go for Damage bonus vs Beasts with Hunter Blade and maybe Handgun Attack Speed Increased with Gunslinger set. Want to be Barbarian? Go for Sword Damage Bonus with Wolver set. And so on.

The game system is so designed that there is no much place for many others skills/abilities. After all it's not RPG (classic D&D ripoff) but it's rather Action-Adventure game.

Of course new weapon abilities may be introduced to encourage players specialisation and add variety. For example a sword called Scavenger or Harvester that, when used for bush bashing, will provide increased rate and value of heart/coin drop - I can imagine a group of players who "sacrifice" one player's weapon slot for something like that to get extra loot on the run.

Tue, 04/12/2011 - 14:51
#2
Metaknight's picture
Metaknight
i like that idea, of having

i like that idea, of having increased drop rates for heat/crowns/hearts. might be a good sugestion for an accessory type item (that you have to purchase a slot for, trinkets i guess).

Tue, 04/12/2011 - 15:38
#3
Mishiless
Legacy Username
Writing about

Writing about weapon/shield/gear perks wan't necessary as it is off subject, second, the gun theory isn't valid eather because - some use sword/bomb and since you can't swap between guns during the game it would suck to be stuck with only one element of magic. Also, you misunderstood the class idea, it would be just a term like Swordsman, Tank, Shooter, Mage. Not because of skills, just because of the type of armor they are wearing.

Tue, 04/12/2011 - 21:55
#4
adrian783
Legacy Username
oh god no. just offer more

oh god no.
just offer more equipment choices.

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